PLEASE add the mod support section, this is something would very much like to learn

Are you talking about MCPatcher, or Forge mods.

If you're referring to the sooner... that's tricky since things are likely to change in 1.8 so there's no use writing it now.

If you're referring to the later... what's there to say? Extract the textures from the mod's .jar or .zip the same way you get them from Minecraft's own files and then spend the next month struggling against the ineptitude of the mod maker to create something that is even remotely friendly to resource pack artists.

If you're referring to the sooner... that's tricky since things are likely to change in 1.8 so there's no use writing it now.

If you're referring to the later... what's there to say? Extract the textures from the mod's .jar or .zip the same way you get them from Minecraft's own files and then spend the next month struggling against the ineptitude of the mod maker to create something that is even remotely friendly to resource pack artists.

As Alvoria said, MCPatcher stuff is soon going to (most likely) change, so if I do write it now, I will have to add a "1.8+ version" to it too, which I could do, but I'm been busy recently & barely able to get on here.
As for Forge Mods, just like Alvoria said, it will be (almost) the same thing as getting the Default Vanilla textures. But like I said, I have been busy recently, so I can barely be on. Also the texture layout of the mod's textures might be different for each mod. One mod might make it easy for you to retexture, while another one is harder for you to retexture.

But still, the mod section has been one that I want to do for alittle while now. BUT I will wait to make any BIG updates on the Guide until AFTER I get my new better computer. I have all of my stuff that's for the Guide on another harddrive(my old computer), but I can't put that harddrive into the computer that I'm on now(a friend), because it's not my computer to mess with.

You shall not wait any longer, tomorrow (November 6th, 2014) I get my new computer. I will start doing work for the mods section(as in write a description for how to retexture the mod textures) & a few other sections I will work on, & also work on making the Guide look alittle bit better.
I will also work on making videos for the Guide.

Have no fear! I will soon have a section dedicated to Sounds & Music. I'm having a MinecraftForum user by the name of Sn0w, who has made a GREAT Sound Pack, help create a Sound Pack for this Guide. So when she is done, I will add it to the Guide. Just wait for you to get a notification that says someone comment on here. I comment on here for whenever I add something to the Guide or I'm answering someone's questions.

Go to the top of the page & right above my polls on the right side there is a button called "Tools", hover your mouse over it & it will show 4 options. Click the third one that says "Subscribe". (If there is no "Subscribe" option & instead says "Unsubscribe", then you will automatically get these notifications).

"This guide is to sever as a quick reference that helps answer any and all questions you may have about texturing, from the simple mundane questions to the most complex questions ever. If you have any questions or have something that you want to add to this guide to make it more complete, please feel free to leave a comment."

"This guide is to sever as a quick reference that helps answer any and all questions you may have about texturing, from the simple mundane questions to the most complex questions ever. If you have any questions or have something that you want to add to this guide to make it more complete, please feel free to leave a comment."

Cannot wait for shading section. I'm just not pleased with my shading, and I'm looking for tips and such on making it come out nicely. I gotta get better before I release my pack. ;-;

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If anyone has any questions or wants to chat, feel free to PM, I don't bite and I'm frankly happy to have a lil' chat. But if you're PMing me just because you disagree with me or feel insulted, bite my shiny metal boiler.

Cannot wait for shading section. I'm just not pleased with my shading, and I'm looking for tips and such on making it come out nicely. I gotta get better before I release my pack. ;-;

Which Shading Section? The one with only a quote from Alvoria(Section 3.1) or the Shaders shading section(Section 5.3)?
I will be adding some things in the 3.1 Shading section, & I'm currently learning everything about Shaders for the 5.3 Shaders section.

Which Shading Section? The one with only a quote from Alvoria(Section 3.1) or the Shaders shading section(Section 5.3)?
I will be adding some things in the 3.1 Shading section, & I'm currently learning everything about Shaders for the 5.3 Shaders section.

Section 3. I have no plans for using shader mods.

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If anyone has any questions or wants to chat, feel free to PM, I don't bite and I'm frankly happy to have a lil' chat. But if you're PMing me just because you disagree with me or feel insulted, bite my shiny metal boiler.

for the resource pack to support shaders, you need to add specular maps and/or normal maps.

Normal maps are textures that has the same shape as the original textures, but with custom colours that the shaders can detect to add depth to the face of the texture. To generate normal maps, you can download a photoshop plugin "nVidia texture tools" here for free if you use photoshop, or you can use the paid version (trial version available) of "crazybump". Another choice is to use the online normal map generator here. After generating the normal map, add "_n" to the texture name (without quotes), so for example "grass_top.png" has a normal map of "grass_top_n.png".

Specular maps are textures that also has the same texture like the original textures, but with a desaturated colours (black and white), with white representing more light getting bounced. Generating specular maps are a bit more difficult because it completely depends on the material, e.g. iron blocks reflect light more, while coal blocks reflect less. The best way to start is to desaturate the generated normal map texture, and then tweaking it to your liking. For the specular maps, name the files with a suffix "_s", so for "dirt.png", it will be "dirt_s.png" (without quotes)

Normal and specular maps don't typically look as good if not used on a HD texture pack, preferably 64x or more.

Oh ok. Well you (probably) not have to wait long for some more info appear in that section! Although what I add to that section will not make it complete, as there are a lot more people who know more about making textures look as good as possible than me. But i can give a basic sense of the topic for other people to get an understanding of it.

for the resource pack to support shaders, you need to add specular maps and/or normal maps.

Normal maps are textures that has the same shape as the original textures, but with custom colours that the shaders can detect to add depth to the face of the texture. To generate normal maps, you can download a photoshop plugin "nVidia texture tools" here for free if you use photoshop, or you can use the paid version (trial version available) of "crazybump". Another choice is to use the online normal map generator here. After generating the normal map, add "_n" to the texture name (without quotes), so for example "grass_top.png" has a normal map of "grass_top_n.png".

Specular maps are textures that also has the same texture like the original textures, but with a desaturated colours (black and white), with white representing more light getting bounced. Generating specular maps are a bit more difficult because it completely depends on the material, e.g. iron blocks reflect light more, while coal blocks reflect less. The best way to start is to desaturate the generated normal map texture, and then tweaking it to your liking. For the specular maps, name the files with a suffix "_s", so for "dirt.png", it will be "dirt_s.png" (without quotes)

Normal and specular maps don't typically look as good if not used on a HD texture pack, preferably 64x or more.

If OP needs help with nvidia texture tools, I can help

Thanks for this information that I can add to the guide! Now I don't have to learn about the maps for the guide (but will still look at them for other ideas I have for videos I'm going to make that have nothing to do with Minecraft at all, I will PM you for help :D).

for the resource pack to support shaders, you need to add specular maps and/or normal maps.

Normal maps are textures that has the same shape as the original textures, but with custom colours that the shaders can detect to add depth to the face of the texture. To generate normal maps, you can download a photoshop plugin "nVidia texture tools" here for free if you use photoshop, or you can use the paid version (trial version available) of "crazybump". Another choice is to use the online normal map generator here. After generating the normal map, add "_n" to the texture name (without quotes), so for example "grass_top.png" has a normal map of "grass_top_n.png".

Specular maps are textures that also has the same texture like the original textures, but with a desaturated colours (black and white), with white representing more light getting bounced. Generating specular maps are a bit more difficult because it completely depends on the material, e.g. iron blocks reflect light more, while coal blocks reflect less. The best way to start is to desaturate the generated normal map texture, and then tweaking it to your liking. For the specular maps, name the files with a suffix "_s", so for "dirt.png", it will be "dirt_s.png" (without quotes)

Normal and specular maps don't typically look as good if not used on a HD texture pack, preferably 64x or more.

If OP needs help with nvidia texture tools, I can help

I have now added that part into the guide. Thanks for helping the community of texturing!